R0J0hound's Recent Forum Activity

  • The canvas plugin can be used to do per pixel collisions on top of being designed to do the visual portion.

    http://dl.dropbox.com/u/5426011/examples16/destroy_ball.capx

  • The error is coming from the calljs plugin, hence cjs_plugin.js.

    The ReadExecutionReturn expression is not returning a string.

    I can replicate the error with two actions:

    CallJS| execute "0"

    Text | set text to CallJS.ReadExecutionReturn

    It's not a fatal since "0" is returned just fine. The assertion failure is also triggered when calling ReadExecutionReturn if js code with syntax errors is run.

    To eliminate the assert edit \CallJS\runtime.js and find ReadExecutionReturn which should look like this:

         exps.ReadExecutionReturn = function (ret)     
         {
              ret.set_string(this.returnValue);
         };

    and change it to this:

         exps.ReadExecutionReturn = function (ret)     
         {
              ret.set_string(String(this.returnValue));
         };
  • It appears that it may be a bug. It's acting like the "or" is not in the event.

    A workaround would be to split the event into two, one condition each, both with the same actions.

  • It takes 3 arguments since the action takes 3.

    The first argument is a combo which is just a number index in python:

    0: set

    1: add to

    2: accelerate

    3: deccelerate

    The second and third are speed and orientation.

    Other than looking at the plugin headers to find the python names of ACEs I also utilize pyshell with the dir() function to browse for the names. For the arguments I look at the ACEs in the event editor.

    Numbers and strings are the same in python.

    Combos are just number indexes.

    ObjectTypes are either an oid number or a string of the object name.

  • You have to use a third party plugin like input systems to get input from those keys.

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  • Here's the new example:

    http://dl.dropbox.com/u/5426011/examples16/tilewip.zip

    I tried to comment a bunch.

  • Have a look a my tetris example on the arcade:

    http://www.scirra.com/arcade/puzzle/1259/tetris

    There is a link to the capx under the game. Some bits of isn't working right in the latest release of C2 but in general it works correctly.

  • I got a solitaire capx working here:

    https://www.dropbox.com/s/nircnve4n9uyy ... .capx?dl=1

    /examples16/solitare.capx

    You are just as likely to win as if you were playing with a real deck of cards.

    I opted to not use arrays and now that it's done I wonder if it may have been simpler to use them.

    EDIT:

    I'm positive this could be done much simpler. As a first full attempt at such a game I added a bunch of events to try stuff out.R0J0hound2012-12-17 07:32:43

  • One idea would be to not drag the nodes directly but rather drag ghost nodes. When you drop the ghost it moves back to the node. While dragging you could then do a loop to move the nodes to the ghosts in steps. Each step reposition the bar and if it collides with the box move the node in the opposite direction from the ghost a bit.

    Or something like that.

  • Sorry for the late reply, I had a look and couldn't identify the issue.

    It may be something simple but it's time consuming to debug. If it helps give me a day or so and I'll try to make a example cap that combines the tile recycling and tiledbg texture bank.

  • The debugger will only display a 1d array regardless if your array is 2d or 3d.

  • The ship has the platform and physics behaviors, they both are moving the ship. Try removing the platform behavior and moving the ship with just physics by applying forces. Events 9-10 will need tweaking.